Commando Archive

Thread: NS raid last night had an interesting twist...

thepunisher286
Sun Aug 01, 2004 10:07 pm
#14

I have yet to fight a single night sister since the update, and im eager to try it! But what i HAVE done since the update was the DeathWatch Bunker


This place was roughly the same, but with a few minor diferances, nothing ground breaking ( mandos throw thermal detonators, carry 1200dmg VKs w/ AP1 , battle droids carry even deadlier vibro lances, the good stuff *wink* ). The SBDs on the other hand seemed to play the same almost. But it is certain the bunker is definetly not any easier!
shutout
Mon Aug 02, 2004 1:28 am
#15


i'm gonna chime in here for this one. i used to be a master commando. was one for a loooong time. then, after seeing how useless the profession became in both pvp and pve, i left it until its either fixed, or at least changed up a bit. so, where did i go? rifleman of course. i was used to dealing damage, so i went to the damage dealers.


now, my hardest hitting flamethrower has about 1100 max damage, and 4.9 speed. my fastest is a krayt model with 1.7 (yes, that's not a typo) and almost 900 max damage. my hardest hitting t-21 is around 700 max damage (with a power up, something flamers can't use!) and 7.6 speed. now, being a master rifleman, and having 100 for rifle speed, i'm well over the speed cap (yet another thing commandos don't have. no speed tapes for them to use!). i can fire off specials at once a second. being that the t-21 is ap3, it will do more damage than my 1100 max damage flamer. add to that that i can use the same special about 5 times before i can use my flamer special again, and you can see how unbalanced that is. now, if i use my speed flamer, i can get off another flamer special before the first animation finishes. but its still about 2 seconds. and the damage isn't as high either. so either way, i still lose out to a speed capped rifleman.



now, you don't see too many krayt t-21's out there. that's because it takes 11 identical tissues to make, and you only see +30, -.3 tissues in that quantity. and really, what's the use of making a t-21 with 30 more damage. fact is, you don't need krayt tissues to have an effective t-21. also, by being able to use power ups, it has another advantage that flamethrowers don't.


and lets not talk about the jawa ion rifle. being able to use stun damage, and attack the mind, that's going to win most battles. i have a krayt jawa rifle with about 400 max damage with a power up. that'll kill anyone not using a PSG or stun layered helmets.


do i think that the t-21 should be taken away from riflemen? no, i believe it belongs with that class. there are sniper rifles that the military uses that can penetrate a tank. and yes, i know this isn't real life, but for arguments sake, just use that as an example. however, that same sniper rifle that can penetrate a tank will not be able to do it again in one second. first off, the recoil will knock you on your butt if you're not prone and holding the gun on a bi-pod. second, you have to take aim again, and settle in for the shot. third, the gun is not fully automatic, nor is it semi-automatic. its a single fire weapon. so you see my point.


there's really only 3 ways that i'm defeated in pvp with my rifleman. either i run out of mind buffs/food/etc, a CM hits me with a nasty 1000 tick poison, or a jedi gets me. other than that, its pretty easy to wreak havok in pvp with a rifleman.


so basically, yes, i do feel riflemen are overpowered. this is coming straight from the mouth of a master rifleman. i've been on a team with 4 riflemen, and have taken every kill in the krayt graveyard. even when a group of 15 tried to take our spawn, we still out damaged them. they can solo NPC with little to no effort. so AT-ST's and nightsisters (including elders and axkva min) will fall to them (take cover+conceal shot=no risk win). i believe they need a lower speed cap. i beleive they need to not hit as well holding a meter long weapon with one hand while running away. i beleive they need to spend more skill points if they wish to deal this high of damage at that low of speed. its not about the profession working as intended. its about making something a bit more realistic, while balancing it out a bit.

Message Edited by shutout on 08-02-2004 01:29 AM



--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
Ajo79
Mon Aug 02, 2004 3:15 am
#16

Just so you know,


itsnot the group's total damage that decide looting rights, it's the person that does the most damage that gets the looting rights to his group. A very wacked up system.



Ajo Nibor | Ryler Erlovski | Rofy Vrell
Tic Nibor | Jovy Rellno | Inyra D'Forge & Li'wyn Daine
Eclipse - Citizen of Mos Mosel

shutout
Mon Aug 02, 2004 6:58 pm
#17

no its not. i've had plenty of instances where people would have better weapons than me or my entire group. i've even taken my melee tank with a bunch of other melee tanks and had our group out damage a couple of riflemen. according to your method, one of the 2 riflemen would be dealing more damage over time and they should get loot rights. but, with 8 of us there all with power hammers (none were acklay hammers, just regular ones), long vibro axes, and vibro knuckles, we managed to snag the loot rights. i even checked the combat log, just to see how much damage we were doing compared to them. if they had one more rifleman with them, they probably would have beaten us, but again, we dealt more total damage, thus we got loot rights.


same has been said when i only have my one rifleman in a group of others. we'll have 3 other riflemen come up to the dragon we're working on and take it out. again, looking at the damage dealt, i remember doing far more damage than any one of them, but the combined effort of all 3 of them enabled them to get the loot rights.



--
Soull Halcyon: Master Sharpshooter-Teras Kasi Master

Havik Halcyon: Master Pikeman-Master Heavy Swordsman
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